카운터 스트라이커 글로벌 오펜시브 Wildfire 작전이 업데이트 되었습니다. 저도 카스를 시작한지 얼마되지 않아서 변경된 사항에 대해서 자세히는 파악되지는 않습니다. 신규맵이 등장을 했고 Nuke 맵이 매칭맵으로 사용할 수 있다고합니다. 매치를 돌려보면 처음보는 맵에서 게임을 할수 있습니다. 

 

 

이에외도 작전권이라는 것을 구입하면 코인과 다양한 미션을 수행할 수 있는거 같습니다. 작전권이 정확하게 무엇을 하는 것인지 아직 잘 모르겠습니다. 미션을 수행하기 위해서는 친구와 함께 플레이를 해야된다고 하는데 글옵에 친구가 없어서 사도 미션을 못깰꺼 같네요. 

업데이트 이후에 스모그 버그와 게임에서 팅기는 현상이 발생하고 있습니다. 빠른 조치로 게임을 하는데 지장이 없었으면 좋겠네요. 스모그 버그 같은 경우 악용할 경우 게임을 하는데 큰 문제가 될꺼 같습니다. 호기심에 버그를 사용했다 vac당할 수 있다고 합니다. 조심하기 바랍니다.

 

 

패치 내역입니다. 영어 입니다. 

더보기

[OPERATION WILDFIRE]

– Operation Wildfire is LIVE: http://counter-strike.net/operationwildfire
— Seven community maps available in Competitive Matchmaking as well as other game modes via the Operation Wildfire map group
– The Operation Wildfire Access Pass ($5.99) is now available giving access to the following features:
— The Operation Wildfire coin, upgradeable through the completion of challenge missions
— An Operation Journal that tracks your stats in official competitive matches and includes a Friends Leaderboard
— The cooperative Gemini Campaign, featuring replayable missions with individual mission leaderboards.
— The Wildfire Campaign, featuring 30 missions in Casual, Arms Race, Demolition, and Deathmatch modes.
— Blitz Missions, global events that grant bonus XP for completing a specific action (must be Private Rank 3 or above to participate in Competitive Blitz Missions).
— Access to weapon drops from Operation collections: Cobblestone, Cache, Overpass, Gods and Monsters, Chop Shop, and Rising Sun
— Exclusive access to the Operation Wildfire Case featuring 16 community-created weapon finishes and the all-new Bowie Knife.
– Nuke has returned (available in Matchmaking included in the Operation Wildfire map group). For more details, visit: http://counter-strike.net/reintroducing_nuke
 
[GAMEPLAY]
– ARMS RACE
— The leader’s glow in Arms Race no longer shows through walls.
— M4A1-Silenced has been added to the rifle section of available Arms Race weapons.
 
[UI]
– Fixed AWP icon to better represent the weapon’s silhouette.
– The English string “ALIVE” in the playercount hud element is now a localized token.
– Inventory filter for All Weapons now filters out display items and music kits correctly.
– Inventory sorting by Quality now better groups items within the same quality by their slot.
– Updated the Nuke loading screen icon.
 
[MISC]
– Fixed particle rain not following the “in eye” player if you were spectating someone.
– Detail sprites (like grass) have been improved so many more can be rendered for much cheaper.
 
[SDK]
-[vbsp.exe] increased MAX_MAP_ENTITIES to 20480 from 16384 to compile bigger maps.
– Maps can have multiple radar images based on player height.
– Added several features to support a new mission type: Co-op Strike (game_type 4, game_mode 1)
— Added Co-op Strike items: Heavy Armor, Tactical Awareness Grenades, and Medi-Shot.
— Added new spawn point (info_enemy_terrorist_spawn) for use in Co-op Strike missions to spawn enemies which can specify somethings like unique models, loadouts, behavior, etc.
— Added an Exploding Barrel entity for use in the Co-op Strike missions.
— func_hostage_rescue entity is now able to be disabled.
— Added a Heavy Phoenix enemy.
– Added item_coop_coin entity that displays how many (of 3) you’ve collected.
— In Co-op Strike mode, bots will no longer try to path through “blocked” nav areas.
— Bots can be set to “asleep” in Co-op Strike mode and they will stay put until they see an enemy, take damage or are the last enemy alive.
— Added a game_coopmission_manager entity to help manage and relay data to other entities/vscript for Co-op missions.
– The game_player_equip entity has been updated to allow maps to give any weapon to the activator with an argument.
– prop_door_rotating now blocks nav when closed, locked and unbreakable.
– Fixed an assert in prop_door_rotating where it tried to play a “locked” activity regardless of it had it when the player used it when locked.
– Added OnFirstPickedUp, OnDroppedNotRescued, OnRescued outputs to hostage entities.
– Added a convar (mp_c4_cannot_be_defused) that when enabled, prevents C4s from being defused.
– Resurrected the HL2 env_gunfire entity.
– Added two new convars for managing dropped weapons
— weapon_auto_cleanup_time “If set to non-zero, weapons will delete themselves after the specified time (in seconds) if no players are near.”
— weapon_max_before_cleanup “If set to non-zero, will remove the oldest dropped weapon to maintain the specified number of dropped weapons in the world.”
– Added a third option to mp_death_drop_grenade which makes all held grenades drop on death (used in Co-op Strike)
– Updated weapons in Hammer fgd to use weapon models that match the ones used when spawned in the world. Plus added some missing weapons.
– Added env_sprite_clientside entity which is just a clientside sprite (doesn’t use edicts).
 
[MAPS]
– Nuke
— Now available in Competitive Matchmaking, and other game modes in the Operation Wildfire Map Group
 
– Cache:
— Fixed DM spawns
— Improved radar polish
— Improved visual polish
— Added physics to fence in Sun room
— Fixed numerous “pixel walks”
— Fixed one-way wallbang at mid (thanks TomCS!)
— Fixed fencing at T-spawn being non-solid (thanks JoshOnTwitch!)
 
– Mirage:
— Removed wall-lamps that blocked visibility from ticketbooth to mid in bombsite A
— Removed shelf inside market near bombsite B (thanks TheWhaleMan!)
— Added a plywood board to bomb-crate in bombsite A to make throwing grenades under scaffolding more consistent
– Slight adjustments to Safehouse, Lake, and Shoots